Hey guys sorry for the lack of updates. Also sorry for the lack of a release heh. I have legit reasons as to why there's no release yet. Just trust me on that.
However I do have some screenshots of my latest effects. Among them are a new toon shader, waterflow shader. The toon shader has various different things from rim lighting to post-processed outlines (unfortunately done per-material but it's still quicker than a geometric approach as far as my testing goes). One cool thing is that the toon shader doubles as a toon hair shader and can also generate outlines from the diffuse texture. Unfortunately I don't have any assets tailored for toon shading so the effect isn't shown to it's full potential in the screenshots.
I'd written a new motion blur shader that used correct reprojection using the depth map, but unfortunately it suffers from jittering issues. I strongly hope I can fix the jittering issues sometime.
I also had a working implementation of SSDO but because of the way it was implemented, the AO effect was reduced to 1/4 size of the current screen (it's already 1/2) and suffered from quite a few artifacts, so I dropped it. The reason for the drop in resolution is because I had to split the image into 4 quadrants (basically turned it into a texture atlas) and only the last quadrant has AO in it, the other 3 are for the average normal direction used in the lighting pass to modulate the effect.
Currently I'm using a variation of disk-to-disk SSAO which so far I've found to be among the most realistic implementations of SSAO out there, courtesy of Arkano22 from gamedev, thanks man!
Other changes include S-Curve tone-mapping (not sure if I'd already mentioned it), correct gamma in LDR, modified frozen shader, re-added and modified view-dependent ambience (global ambient lighting), FXAA improvements and I dropped iterative offset-bump mapping for speed and simply added the slope calculations to the original code.
Anyway, here are those images I mentioned:
Somewhat older image of the new waterflow shader:
Helena's body, tooned:
And some shots of the screen-space reflections in action in the Fleet map, to show how well it works in practice. There are no environment maps in the water in these images, just screen-space reflections.